If this is your first visit, be sure to
check out the FAQ by clicking the
link above. You will have to register
before you can post: click the register link above to proceed. To start viewing messages,
select the forum that you want to visit from the selection below.

[PF] Warlock Redesign [WIP]

So this thread has expanded to house my entire homebrew Warlock for Pathfinder. It is an obvious upconversion of the 3.5 Warlock, but with 45% more Sorcerer as this Warlock replaces Sorcerer in my homebrew setting.

Currently this thread has a fully developed warlock progression with new special abilities and altered progressions of existing abilities. I will be adding new invocations as well as the blood pact powers and invocations shortly.

Original Post spoilered for posterity:

Spoiler

Show

Right, so I've been working on a new version of the warlock for pathfinder. This warlock will replace the sorcerer in my homebrew setting and therefore builds on both the warlock chassis and the sorcerer's abilities. I'm working on sifting through all the existing invocations and brewing up new ones, but for right now I wanted some critiques on one of the major changes I'm brewing up for the warlocks. Warlocks are now required, at 1st level, to select one blood pact, which will determine several of their abilities as they level up. These grant new invocations, damage reduction and resistance types, an extra class skill, as well as a few other abilities. Specifically I've associated the invocations with one or more pacts each and limited the way warlocks select their invocations based on their pacts. Read below for the new invocation rules. Firstly, I want to make sure this is clear. Secondly, I want opinions on if this is a good plan or not. Changing how you select your invocations based on your power source seems like a good idea, but I haven't playtested it yet so before I do a whole slew of work on the concept I'd like opinions.

Spoiler

Show

Invocations: Warlocks do not cast spells like Arcanists, but instead have a select number of Invocations which they activate as spell-like abilities at will. Thusly, using an invocation is a standard action which provokes an attack of opportunity. An invocation can be disrupted just as a spell being cast. A warlock is entitled to a concentration check to successfully use an invocation by the same rules as a spell being cast. A warlock may also invoke defensively just as an arcanist may cast defensively. A warlock’s caster level with his invocations is equal to his warlock level.

The save DC for an invocation (If a save is allowed) is 10 + equivalent spell level + the warlock’s Charisma modifier. Since spell-like abilities are not actually spells, a warlock cannot benefit from feats which apply to spells, however he can benefit from spells which specify spell-like abilities as their targets.

There are four grades of invocations and they are, in order of power: Least, Lesser, Greater, and Dark. A warlock gains knowledge of new invocations according to table 1:1 (the warlock). At level 1 he has access to least invocations only. At level 6 he gains lesser invocations, greater at level 11, and dark at level 16.

Invocations also have associated pacts. A warlock chooses his blood pact at level 1, see below, which determines his primary pact. A warlock can select any invocation of his primary pact or the eldritch pact at his highest available grade. A warlock may select invocations of a pact that is not his primary pact or the eldritch pact, but he selects them at a grade lower than his highest available grade. For example, a level 12 daemonic blood pact warlock would have access to greater invocations of the daemonic or eldritch pacts, but only lesser invocations from any other pact. Invocations from non-primary pacts selected in this manner still take up a slot as if they were of a higher grade, meaning that the warlock from the example would treat a lesser invocation from the fey blood pact as a greater invocation learned.

When a warlock attains a new level he has the option or replacing any one invocation he currently knows for any other invocation of the same effective grade, see above for non-primary pact invocations. Unlike other spell-like abilities, invocations are subject to arcane spell failure chance as spells. Warlocks, however, may invoke in light armor without incurring any arcane spell failure chance, due to the relatively simple somatic components of their invocations. Warlocks may also benefit from prestige classes which have spellcasting prerequisites and +1 spellcasting level advancement. Warlocks qualify for prestige classes with casting level requirements or invoking requirements, but not for spellcasting level requirements. Any prestige class which grants a +1 to arcane spellcasting level or +1 to previous spellcasting level grants a warlock a higher caster level and higher damage on his eldritch blast, but no new invocations or any other benefit of leveling as a warlock.

Edit: As a point of interest, there are eight blood pacts in this system. Eldritch (universal), Aberrant, Daemonic, Fey, Protean, Draconic, Entropic, and Necrotic.

Last edited by Strormer; 2012-02-13 at 09:39 PM.
Reason: Expanded content of thread.

Invocations: Warlocks do not cast spells like Arcanists, but instead have a select number of Invocations which they activate as spell-like abilities at will. Thusly, using an invocation is a standard action which provokes an attack of opportunity. An invocation can be disrupted just as a spell being cast. A warlock is entitled to a concentration check to successfully use an invocation by the same rules as a spell being cast. A warlock may also invoke defensively just as an arcanist may cast defensively. A warlock’s caster level with his invocations is equal to his warlock level.

The save DC for an invocation (If a save is allowed) is 10 + equivalent spell level + the warlock’s Charisma modifier. Since spell-like abilities are not actually spells, a warlock cannot benefit from feats which apply to spells, however he can benefit from spells which specify spell-like abilities as their targets.

There are four grades of invocations and they are, in order of power: Least, Lesser, Greater, and Dark. A warlock gains knowledge of new invocations according to table 1:1 (the warlock). At level 1 he has access to least invocations only. At level 6 he gains lesser invocations, greater at level 11, and dark at level 16.

Invocations also have associated pacts. A warlock chooses his blood pact at level 1, see below, which determines his primary pact. A warlock can select any invocation of his primary pact or the eldritch pact at his highest available grade. A warlock may select invocations of a pact that is not his primary pact or the eldritch pact, but he selects them at a grade lower than his highest available grade. For example, a level 12 daemonic blood pact warlock would have access to greater invocations of the daemonic or eldritch pacts, but only lesser invocations from any other pact. Invocations from non-primary pacts selected in this manner still take up a slot as if they were of a higher grade, meaning that the warlock from the example would treat a lesser invocation from the fey blood pact as a greater invocation learned.

When a warlock attains a new level he has the option or replacing any one invocation he currently knows for any other invocation of the same effective grade, see above for non-primary pact invocations. Unlike other spell-like abilities, invocations are subject to arcane spell failure chance as spells. Warlocks, however, may invoke in light armor without incurring any arcane spell failure chance, due to the relatively simple somatic components of their invocations. Warlocks may also benefit from prestige classes which have spellcasting prerequisites and +1 spellcasting level advancement. Warlocks qualify for prestige classes with casting level requirements or invoking requirements, but not for spellcasting level requirements. Any prestige class which grants a +1 to arcane spellcasting level or +1 to previous spellcasting level grants a warlock a higher caster level and higher damage on his eldritch blast, but no new invocations or any other benefit of leveling as a warlock.

Blood Pact: At 1st level a warlock chooses his blood pact. A warlock’s blood pact determines several aspects of his powers. Most importantly it determines the warlock’s primary invocations. A warlock selects invocations of his blood pact at the maximum grade available to him, but any invocations from other pacts are selected at a grade lower than the maximum, with the exception of the Eldritch blood pact, which all warlocks have full access to.

A warlock’s blood pact also determines his bonus class skill, his blood powers, his blood resistance type, and his damage reduction type. There are eight blood pacts available to warlocks, including the Eldritch blood pact: Aberrant, Daemonic, Draconic, Eldritch, Entropic, Fey, Necrotic, and Protean. The benefits of each pact are listed below.

Eldritch Blast (Sp): The first ability a warlock learns is his eldritch blast. A warlock attacks his foes with eldritch power, using baleful magical energy to deal damage and sometimes to impart other debilitating effects.

An eldritch blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing now saving throw. An eldritch blast deals 1d6 points of damage at 1st level and increases in power as the warlock rises in level. An eldritch blast is the equivalent of a 1st level spell. If you apply a blast shape or eldritch essence to your eldritch blast your eldritch blast uses the level equivalent of the shape or essence in place of the eldritch blast’s level.

An eldritch blast is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level to overcome spell resistance also apply to eldritch blast. An eldritch blast deals half damage to objects. Metamagic feats cannot improve a warlock’s eldritch blast (because it is a spell-like ability, not a spell), however, the feat ability focus (eldritch blast)(MM 303) increases the DC for all saving throws (if any) associated with the warlock’s eldritch blast by 2.

Detect Magic (Sp): Beginning at 2nd level, a warlock can use detect magic as the spell at will. His caster level equals his class level.

Damage Reduction (Su): A 2nd level warlock becomes more resistant to physical harm as the supernatural blood within him becomes more potent. He gains damage reduction 1 at second level of the type listed under his blood pact. This damage reduction increases by 1 every second level after. (2 at 4th, 3 at 6th, etc.)

Blast Essences: At 3rd level a warlock gains a secondary progression of invocations. These are specifically for gaining blast shapes and eldritch essences, which are listed in their own invocations list. Warlocks may still choose to gain a blast shape or eldritch essence as an invocation normally learned, but these bonus invocations learned must be selected from blast shapes and eldritch essences. They are shown on table 1:1 as a /# representing known invocations and follow the same rules for selection as normal invocations. All blast shapes and eldritch essences are treated as invocations from the Eldritch blood pact.

Blood Power (Su): At 3rd level a warlock gains a supernatural ability unique to his blood pact. He gains a second ability at 9th level and a third at 15th. These abilities are listed under his blood pact.

Pact Invocation: At 3rd level a warlock gains a bonus invocation from his blood pact which does not count against his total known invocations. He gains another at 8th, 13th, and 18th levels. These invocations are listed under his blood pact.

Deceive Item (Ex): At 4th level and higher, a warlock has the ability to more easily commandeer magic items made for the use of other characters. When making a Use Magic Device check, a warlock can take 10 even if distracted or threatened.

Blood Resistance (Su): At 5th level and higher a warlock gains resistance 10 to the energy type listed under his blood pact. This resistance increases to 20 at 10th level, 30 at 15th level, and becomes immunity at 20th level.

Imbue Item (Su): A warlock of 12th level or higher can use his supernatural powers to create magic items, even if he does not know the spells required to make an item (although he must know the appropriate item creation feat). He can substitute a Use Magic Device check (DC 15 + spell level for arcane spells or 25 + spell level for divine spells) in place of a required spell he doesn’t know or can’t cast.

If the check succeeds, the warlock can create the item as if he had cast the required spell. If it fails, he cannot complete the item. He does not expect the gp cost for making the item; his progress is simply arrested. He cannot retry this Use Magic Device check until he gains a new level.

Pact Lorde (Su): At 20th level a warlock becomes a paragon of tainted blood. In addition to gaining a unique ability based on his blood pact, he also gains the following abilities:

• A Pact Lorde can induct new initiates into a blood pact, allowing those not born to the blood to take levels as a warlock. This is usually done through a complex ritual involving summoning a representative of the blood (a daemon for daemonic pacts, a dragon for draconic pacts, etc) and transferring some of the pact lorde’s blood into the initiate.

• A Pact Lorde may invoke his eldritch blast as a swift action a number of times per day equal to his charisma modifier.

• A Pact Lorde does not age further and takes no further penalties from age, nor does he gain bonuses from aging. Bonuses and penalties already accrued remain. A pact lorde does not die of old age, though he is in no other way resistant to death. A pact lorde may be raised as normal, but may not be subject to the Reincarnate spell.

• A Pact Lorde is so interwoven with magic that he gains the ability to neutralize magic cast against him. He may activate a blood shield which creates a translucent, red bubble of eldritch energy around him, which remains centered on the warlock and has a twofold effect. Firstly, it acts as a Lesser Globe of Invulnerability. Secondly, the shield adds the pact lorde’s charisma modifier to his armor class as a deflection bonus and deals 1d12 + Charisma modifier damage to any creature that attacks the pact lorde with a natural weapon or a non-reach melee weapon. This is a spell-like ability with an equivalent spell level of 9th that may be activated at will as a standard action and deactivated at will as a swift action.

Only a small number of races routinely produce Warlocks, though any race theoretically could, therefore the number of races with unique favored class options for the Warlock is somewhat limited. The choices are:

Designer's Note: Right, so I supe'd the Eldritch Blast, DR, and Resistance abilities, dropped fiendish resistance, and added a new system for invocation selection. I added in a source of uniqueness based on various blood pacts (based heavily on the Sorcerer's bloodlines) and attempted to add to the warlock's versatility through invocation selection. Deceive and Imbue Item remained as written in the 3.5 Warlock entry.

Re: [PF] Warlock Invocations Redesign, Pt. 1

Warlock Blood Pacts

Warlock blood pacts are the direct source of warlock powers. There are two ways to become a warlock. The first, and most common by far, is to be born with the blood of a representative of a given blood pact. This could be a draconic or fey ancestor leading to the birth of a draconic or fey warlock, or this could represent a daemonic pact warlock ancestor who conceived their child after their own pact was made, as examples. However it came to pass, the blood of these warlocks is naturally tainted by their ancestry to result in their unique gifts. The second way to become a warlock is through a bargain with an eldritch power, such as a sidhe lorde or a daemon prince. Few warlocks gain their power though bargains as the ritual is complex and difficult to learn and perform, and also because few beings powerful enough to form such a pact are interested in creating an all-too-weak slave for their effort. The vast majority of warlocks created in this fashion are daemonic blood pact warlocks as daemons are most likely to offer such bargains in exchange for services, souls, or entry into the mortal world. Thus the name used by warlocks to represent their gifts granted by blood or earned through pacts, the blood pact.

Eldritch Blood Pact

Spoiler

Show

The Eldritch blood pact is not exactly a pact. It represents shared powers that all warlocks gain through using the same form of magic. This pact marks universal invocations, the eldritch blast, and the blast shape/eldritch essence invocations. Listed here for completeness.

Aberrant Blood Pact

Spoiler

Show

Your blood comes from beyond the limits of the cosmos as you know them. Distant realms beyond the furthest veil have touched your blood and left you marked as alien to all that you know. Class Skill: Knowledge (Dungeoneering) Resistance: AcidDamage Reduction: X/LawfulPact Invocations: XXXXBlood Power: Voice of Madness (Su): At 1st level, you gain the ability to understand and speak any language you can hear.

Otherworldly Whispers (Su): At 3rd level, you are immune to mind-affecting spells and effects and are trained in all knowledge skills. You use your highest number of ranks in a knowledge skill to determine the bonus to any knowledge rolls you make. (For example, if you have three ranks in knowledge (dungeoneering) and no ranks in any other knowledge, then you treat all knowledge skills as having three ranks.)

Unusual Anatomy (Ex): At 9th level, your anatomy changes, giving you a 25% chance to ignore any critical hit or sneak attack scored against you. This chance increases to 50% at 13th level.

Aberrant Form (Ex): At 20th level, your body becomes truly unnatural. You are immune to critical hits and sneak attacks. In addition, you gain blindsight with a range of 60 feet.

Daemonic Blood Pact

Spoiler

Show

The taint in your blood comes from trafficking with daemons, the vile denizens of the underworld. These irrepressibly evil beings have mingled themselves with you and their mark pulls you toward their villainous plots.Class Skill: Perception Resistance: FireDamage Reduction: X/GoodPact Invocations: XXXXBlood Power: Hellspines (Su): At 1st level, you grow wicked red spines all over your body as a move action. Treat your hellspines as armor spikes and spiked gauntlets with which you are proficient. At 5th level these spines deal 1d6 fire damage in addition to their weapon damage. At 10th level this increases to 2d6 fire damage, 3d6 at 15th level, and 4d6 at 20th level.

Hellhound (Su): At 3rd level, you gain a daemonic servant bound to you in the form of a Hell Hound, see Pathfinder Bestiary. This Hell Hound always remains at your side unless it is commanded to remain elsewhere and may be summoned to your side as a standard action. This Hell Hound is treated as if under the effects of Greater Invisibility at all times. At 9th level this companion evolves into a Nessian Hell Hound. It also gains traits as per the following chart, based on your warlock level.

A warlock can only have one Hell Hound in his service at any one time, and should his Hell Hound die he may call for another after a year and a day. The new Hell Hound has all the accumulated abilities due a companion of the warlock’s current level.

The abilities mentioned in the “Special” column of the accompanying table are described below.

Empathic Link (Su): The warlock has an empathic link to his Hell hound out to a distance of up to 1 mile. The warlock cannot see through the hell Hound’s eeys, but they can communicate empathically. Because of the limited nature of the link, only general emotional content (such as fear, hunger, happiness, curiosity) can be communicated. Because of the empathic link between the Hell Hound and the warlock, the warlock has the same connection to a place or an item that the Hell Hound does.

Improved Evasion (Ex): If the Hell Hound is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage on a successful saving throw, and only half damage on a failed saving throw. Improved evasion is an extraordinary ability.

Share Saving Throws: For each of its saving throws, the Hell Hound uses either its own base save bonus or the warlock’s, whichever is higher. The Hell Hound applies its own ability modfiers to saves, and it doesn’t share any other bonuses on saves that the warlock might have (such as from magic items or feats).

Share Spells: At the warlock’s option, he may have any spell or invocation he casts on himself also affect his Hell Hound. The Hell Hound must be within 5 feet at the time of casting to receive the benefit. If the spell or invocation has a duration other than instantaneous, it stops affecting the Hell Hound if it moves farther than 5 feet away and it will not affect the servant again even if the servant returns to the warlock before the duration expires. Additionally, the warlock may cast a spell with a target of “You” on his Hell Hound (as a touch range spell) instead of on himself. A warlock and his Hell Hound can share spells even if the spells normally do not affect creatures of the Hell Hound’s type.

Speak with Warlock (Ex): If the warlock’s class level is 13th or higher, the warlock and the Hell Hound can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Blood Bond (Ex): If the warlock’s class level is 16th or higher, the servant gains a +2 bonus on all attack rolls, checks, and saves if it witnesses the warlock being threatened or harmed. This bonus lasts as long as the threat is immediate and apparent.

Spell Resistance (Ex): If the warlock’s class level is 19th or higher, the servant gains spell resistance equal to the warlock’s class level. To affect the Hell Hound with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the Hell Hound’s spell resistance.

Fiendish Resilience (Su): At 9th level, a warlock learns to enter a state of fast healing 2 as a free action. This state lasts for 2 minutes per day which does not have to be used consecutively. This improves to fast healing 5 at 13th level and fast healing 10 at 18th level.

Dark Quintessence (Su): At 20th level, a warlock becomes an outsider (native) and gains immunity to poisons, telepathy out to 100 feet, and the ability to once per day summon (level 5) any of the following: 1 marilith (20%), 1 nalfeshnee (35%), or 1d4 hezrous (60%). The warlock’s appearance also shifts to look slightly more daemonic. Though the exact traits gained are at the discretion of the gamemaster, the warlock gains a +2 inherent bonus on all intimidate checks.

Draconic Blood Pact

Spoiler

Show

In ancient times dragons were plentiful and powerful, and would mingle freely with mortals. Your ancestry attests to that time of powerful beings and you carry the unmistakable mark of the dragons.Class Skill: DiplomacyResistance: VariesDamage Reduction: X/MagicPact Invocations: XXXXBlood Power: Unique to the draconic blood pact warlocks, you must also select a type of draconic energy to which you owe your ancestry. You can select acid, shock, fire, or cold (earth, air, fire, or water). Whichever you select determines your resistance as well as the nature of your draconic blood powers.

Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

Breath Weapon (Su): At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per warlock level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your warlock level + your Charisma modifier. The shape of the breath weapon is a 30 foot cone. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.

Wings (Su): At 15th level, leathery dragon wings grow from your back as a standard action, giving you a fly speed of 60 feet with average maneuverability. You can dismiss the wings as a free action.

Power of Wyrms (Su): At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis and sleep and you also gain blindsense 60 feet.

Entropic Blood Pact

Spoiler

Show

You are bound up with the void and its powerful will to annihilate all existence. One of void’s minions has stained your blood and you are forever drawn to destroy everything you come in contact with.Class Skill: Knowledge (History) Resistance: ForceDamage Reduction: X/-Pact Invocations: XXXXBlood Power: Shard of Void (Su): At 1st level, you gain the Shard of Entropy power as an entropomancer (CD 37) with save DC's based on your charisma modifier.

Entropic Field (Su): At 3rd level you gain the Entropic Field power as an entropomancer (CD 38).

Aura of Void (Su): At 9th level, you gain blindsight 30 ft. and can create an aura of will-sapping energy as a standard action that causes any creature within 30 ft. of you to make a Will save (DC 15 + Charisma modifier) or take a -2 on all saving throws, attack rolls, skill checks, ability checks, and damage rolls for a number of rounds equal to your Charisma modifier. You can also smother any non-magical light within your aura and you reduce the light level of any magical light by one category as a free action.

Spirit of the Void (Su): At 15th level you gain the Control Sphere power as an entropomancer (CD 38).

Entropic Blast (Su): At 20th level your eldritch blasts that you do not modify with an eldritch essence have a 5% chance of being entropic blasts. If the blast is entropic, then the target must succeed a Fortitude save, DC = 10 + warlock level + charisma modifier, or be overcome with searing pain as the victim’s form melts, flows, writes, and boils. During this entropic state, the victim cannot cast spells or magic items, and it attacks blindly unable to distinguish friend from foe (-4 penalty on attack rolls and a 50% miss chance, regardless of the attack roll). Each round spent in this entropic state, the victim takes 1 point of Wisdom drain from mental shock. If the victim’s Wisdom score falls to 0 it discorporates into nothingness.
A victim can take a standard action to attempt a charisma check against the same DC. Success ends the entropic state and renders the victim immune to it for 1 minute. On a failure the victim can still repeat this attempt every round. A shapechange or stoneskin spell will halt the state for the duration of the spell, but does not remove it. A restoration, heal, or greater restoration spell removes the affliction (though a separate restoration is necessary to restore any drained Wisdom).

Fey Blood Pact

Spoiler

Show

The powerful fey have mixed with your blood and their magic is part of your very being. You feel the draw of the otherworld and the lure of the fey “art.”Class Skill: Handle Animal Resistance: SonicDamage Reduction: X/Cold IronPact Invocations: XXXXBlood Power: Dreamspeaker (Su): At 1st level, you have learned the secrets of fey magic that controls sleep. You may use sleep as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. This effect lasts for 1 minute and does not require concentration. The penalty on saves versus sleep effects increases to -4.

Woodland Stride (Ex): At 3rd level, you can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed without taking damage or suffering other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.

Fleeting Glance (Sp): At 9th level, you can turn invisible for a number of rounds per day equal to your warlock level. This ability functions as greater invisibility. These rounds need not be continuous.

Beastfriend (Su): At 15th level, you have discovered the key to fey affinity for animals. You gain the service of an animal companion as the Druid ability of the same name. Your effective Druid level is equal to your Warlock level -3.

Feykith (Su): At 20th level, you have become one with the fey. You gain immunity to all natural poisons, DR 10/cold iron, and may enter the otherworlds unimpeded. Entering the otherworld is in all respects the same as becoming ethereal as per the spell ethereal jaunt. You may cross to the otherworlds a number of times per day equal to your Charisma modifier (minimum 1).

Necrotic Blood Pact

Spoiler

Show

The power of the grave is interwoven with your blood. You feel a kinship with the walking dead and the powerful lure of necromancy. Whatever your bent, necromantic energy is in your very soul. Class Skill: Heal Resistance: ColdDamage Reduction: X/SilverPact Invocations: XXXXBlood Power: Lead the Damned (Su): At 1st level a necrotic blood pact warlock may channel negative energy as the cleric class feature, but only to command undead, as per the command undead feat. The warlock uses his class level as his effective cleric level and may use this ability a number of times per day equal to 3 + his charisma modifier.

Deathly Frame (Ex): At 3rd level the warlock’s body becomes gaunt and sickly in appearance, but becomes fortified by necrotic energies. The warlock’s unarmed damage increases to 1d4 (small 1d3) and he permanently increases his strength by 1.

Grasp of the Dead (Sp): At 9th level the warlock can cause a swarm of skeletal arms to burst from the ground to rip and tear at his foes. The skeletal arms erupt from the ground in a 20-foot-radius burst. Anyone in this area takes 1d6 points of slashing damage per warlock level.
Those caught in the area receive a Reflex save for half damage. Those who fail the save are unable to move for 1 round. The DC of this save is equal to 10 + ½ warlock level + charisma modifier. The skeletal arms disappear after 1 round. The arms must burst up from a solid surface. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.

Horde Master (Su): At 15th level the warlock may control HD of undead with his Lead the Damned ability equal to or less than twice his effective cleric level.

Quasi-Lich (Ex): At 20th level, the warlock’s appearance shifts further into decay until he appears nearly the same as a lich. He gains the lich’s fear aura, an aura that grants all undead within 60 feet channel resistance +4, and he may now control HD of undead not to exceed thrice his effective cleric level. In addition, channeling necromantic energies through his body for so long has granted him a degree of regenerative ability allowing him to regrow any lost limb in 1d4 days.

Protean Blood Pact

Spoiler

Show

The power the suffuses your blood is that of the primordial energies that make up the natural world around you. Moreso even than the fey, these powers are intertwined with nature. Class Skill: Knowledge (Nature) Resistance: ShockDamage Reduction: X/AdamantinePact Invocations: XXXXBlood Power: Elemental Nature (Su): At 1st level, a number of times per day equal to 3 + your Charisma modifier, you may wreathe your arms in an elemental damage type (acid, cold, fire, or shock). The type is chosen when the power is activated and can be changed only with another use of this ability. Unarmed strikes and held weapons deal +1d6 damage of the selected type. Eldritch blasts deal half again as much damage, rounded down, of this type. (Example, a Warlock that would normally deal 4d6 damage with an eldritch blast instead deals 6d6 damage, 2d6 of which is elemental damage. Eldritch blasts modified in this way cannot be modified by blast shape or eldritch essence invocations. This state lasts for 1 minute or until dismissed.

Silverbane (Ex): At 3rd level, you gain a natural claw attack (1d6 for medium warlocks, 1d4 for small warlocks) which count as silver weapons. You also gain a +10 to intimidate rolls against any creature that has damage reduction -/silver and cannot contract lycanthropy.

Whirlwind (Su): At 9th level, you gain the ability to turn into a 10-foot-high whirlwind once per day for 1 round per warlock level (see page 306 of the Pathfinder RPG Bestiary).

Walker of the Sea and Sky (Su): At 15th level, you gain both swin and fly speeds equal to your base move speed. Your fly maneuverability is average.

Elementalization (Su): At 20th level, you have two true forms. You may at will take on the form of an elemental of your size as per the spell elemental body II (or elemental body for small warlocks).

Obviously these are still very much a work in progress, but I will update them as I finish developing the invocations and powers.
Edit (2/15/12): Necrotic Blood Pact powers are now up!
Edit (3/5/12): Aberrant Blood Pact powers are now up! Draconic Blood Pact powers are now up! Entropic Blood Pact powers are now up, except level 9.
Edit (3/8/12): Entropic Blood Pact 9th level power is up!
Edit (9/9/12): Daemonic Blood Pact powers are now up! Fey Blood Pact powers are now up! Protean Blood Pact powers are now up!

Hideous BlowYou strike with a weapon and your eldritch blast courses through to strike your opponent.Grade: LeastSLE: 1stPact: Eldritch (Shape)
You may channel your eldritch blast through a melee attack, including any eldritch essence invocations you have active. If you make a single attack you may do so as a standard action. If you make a full attack, you do so as a full-round action.
You only deal damage if you hit with your melee attack. You deal weapon damage as well as your eldritch blast damage. This blast shape cannot be used with a magical weapon.

Hideous Blow, DireYou strike fiercely with eldritch power behind a magical weapon.Grade: LesserSLE: 4th Pact: Eldritch (Shape)
As Hideous Blow, but may be used with a magical weapon.

Hindering BlastPact: Eldritch (Essence)

Humanoid ShapePact: Draconic

Hungry DarknessPact: Aberrant, Daemonic

Ignore the PyrePact: Protean

Impenetrable BarrierPact: Eldritch
Instill VulnerabilityPact: Protean

Leaps and BoundsPact: Fey

Magic InsightPact: Eldritch

Mask of FleshPact: Necrotic

Miasmic CloudPact: Entropic, Necrotic

Nightmares Made RealPact: Aberrant, Daemonic

Noxious BlastPact: Eldritch (Essence)

Otherworldly WhispersPact: Aberrant

Painful Slumber of AgesPact: Fey

Path of ShadowPact: Aberrant

Penetrating BlastPact: Eldritch (Essence)

Perilous VeilPact: Fey

Relentless DispellingPact: Eldritch

Repelling BlastPact: Eldritch (Essence)

Retributive InvisibilityPact: Fey

Scalding GustPact: Draconic, Protean

See the UnseenPact: Fey

Serpent's TonguePact: Protean

Sickening BlastPact: Eldritch (Essence)

Soulreaving AuraPact: Necrotic
SpiderwalkPact: Eldritch

Steal SummoningPact: Eldritch

Stony GraspPact: Protean
Summon SwarmPact: Daemonic, Fey, Protean

Swimming the StyxPact: Daemonic, Protean

Tenacious PlaguePact: Daemonic, Fey, Protean

Terrifying RoarPact: Daemonic, Draconic, Protean

Utterdark BlastPact: Eldritch (Essence)

Vitriolic BlastPact: Eldritch (Essence)

VoidsensePact: Aberrant

Voracious DispellingPact: Eldritch

Walk UnseenPact: Fey

Wall of GloomPact: Entropic

Wall of Perilous FlamePact: Daemonic

Warlock's CallPact: Eldritch

Weighty UtterancePact: Daemonic

WingstormPact: Draconic

Witchwood StepPact: Fey

Word of ChangingPact: Daemonic, Fey

New Invocation Descriptions

Spoiler

Show

ExampleAn example of how invocation descriptions are laid out.Grade: LeastSLE: 1stPact: Eldritch
This is a description of the effects of the Invocation, including its duration and target.

ReanimateYou form a more powerful undead creature.Grade: GreaterSLE: 6th Pact: Necrotic
You may use create undead as the spell, without requiring a material component.
Unless you include an onyx gem worth 50 gp per HD of the undead you create as part of the invoking process, undead created by this invocation crumble into dust after 1 minute per caster level.

Greater ReanimateYou form a very powerful undead minion.Grade: DarkSLE: 8th Pact: Necrotic
You may use create greater undead as the spell, without requiring a material component.
Unless you include an onyx gem worth 50 gp per HD of the undead you create as part of the invoking process, undead created by this invocation crumble into dust after 1 minute per caster level.

Tendrils of SootYou send darkness to hinder your foes and shadow your movements.Grade: LesserSLE: 3rd Pact: Entropic
One target must make a Will save or be blinded for one round. For one minute, whether the target saves or not, the area in a 20 foot radius of the target’s original position is hazy and dark granting partial concealment to any creature in the area or any creature being attacked by a creature in the area.
Only one area may be created at any given time. If you create a new area of shadow before the old one expires the older area immediately ceases and the new area begins its duration.

Dread CallYou draw nearby undead inexorably towards yourself with a necromantic pulse of energy.Grade: LeastSLE: 2nd Pact: Necrotic
You issue a call to all undead within 1 mile per caster level. All undead affected by the invocation are drawn inexorably towards your location and know your exact location at any given time. This invocation lasts for 24 hours.
Sentient undead are entitled to a Will save to resist the compulsion to find you, but know your location regardless of save result. Sentient undead who fail their save and nonsentient undead are forced to travel towards you by the most expedient means available to them, however sentient undead will not destroy themselves to accomplish this task. (IE – Vampires will not travel in sunlight) Nonsentient undead have no such self-preservation.
Undead who reach you attack you upon sight and will not stop until you are dead or the duration ends at which time they return to normal behavior, which may still include attacking you. You may turn, rebuke, or command undead as normal when they are called by this invocation.
Undead who do not reach you within 24 hours return to their lairs. The area of effect for this invocation moves with you and any undead who are moved outside this invocation’s range by your movement return to their lairs and are no longer affected.

Subjugate the DeadYou bend the will of the undead to do your bidding.Grade: LeastSLE: 2nd Pact: Necrotic
You may use command undead as the spell.

Eldritch BowYou create an arc of eldritch energy and fire a volley of blasts from it.Grade: GreaterSLE: 4th Pact: Eldritch (Shape)
You shape eldritch energy into an arc roughly resembling a longbow. You may, as a full-round action make a single ranged touch attack to a target within 80ft. If you hit, you deal your eldritch blast damage.
You may, if your base attack bonus is +6 or higher, as part of your full-round action, make as many attacks as your base attack bonus allows.

EarthboltYou strike the ground, sending a ripple through the earth to strike an opponent.Grade: LesserSLE: 3rd Pact: Protean
You select a single target within 60ft. of you and create a straight line of difficult terrain between the two of you. The target takes 2d6 damage. The target is entitled to a reflex save to negate the damage entirely, however the difficult terrain persists.

DispersalYou destroy a corpse leaving nothing but dust.Grade: LesserSLE: 3rd Pact: Entropic
Touched corpse disintegrates into nothingness, leaving clothes and gear undamaged. A creature destroyed in this way can only be returned to life by a true resurrection spell, a carefully worded wish followed by a resurrection spell, or a miracle.

Sensory Deprivation You block one of your victim’s senses completely.Grade: LesserSLE: 4th Pact: Entropic
Select sight, hearing, smell, touch, or taste. Touched creature completely loses the selected sense for as long as you concentrate, as if concentrating on a spell, plus two rounds thereafter. In addition to the normal effects of the sense’s loss, such as blindness, the target also loses special senses based on which sense was affected.
Sight – Darkvision, Low-Light Vision
Hearing – Blindsense, Blindsight
Touch – Tremorsense
Smell – Scent
Taste – Scent
If the creature does not willingly allow itself to be touched, you must succeed a melee touch attack.

Total Sensory DeprivationYou black all of your opponent’s senses, leaving them in a void of perceptionless nightmare.Grade: GreaterSLE: 6th Pact: Entropic
One touched creature loses all of its senses (sight, hearing, smell, touch, and taste) as well as any special senses it may have, such as blindsight, tremorsense, or scent. This effect persists for as long as you concentrate, as if concentrating on a spell, plus one round thereafter per two warlock levels.
If the creature does not willingly allow itself to be touched, you must succeed a melee touch attack.

Hands of RustYour touch corrodes iron.Grade: LesserSLE: 5th Pact: Protean
You may utilize Rusting Grasp as the Druid spell of the same name.

Figment You bend sounds to your whim.Grade: LesserSLE: 4th Pact: Fey
You may use Sculpt Sound as the Bard spell of the same name.

Terrible RemorseYou drive your victim to suicide with visions of his sins.Grade: LesserSLE: 4th Pact: Daemonic
You may use Terrible Remorse as the Inquisitor spell of the same name.

Casket of Ancient WintersYou transform the land around in into arctic temperatures.Grade: LeastSLE: 2nd Pact: Protean
The area in a 1 mile radius per caster level becomes exceptionally cold (below 40* F) for 24 hours. While this spell does not harm creatures in the area, living creatures may be affected by the extreme temperature drop as normal for an environmental hazard. This effect remains stationary in the location it is cast.
The effect of Casket of Ancient Winters can be made permanent by a Permanency spell.

Firesands CurseYou transform the area around you into scorching desert.Grade: LeastSLE: 2nd Pact: Protean
The area in a 1 mile radius per caster level becomes exceptionally hot (above 90* F) for 24 hours. While this spell does not harm creatures in the area, living creatures may be affected by the extreme temperature increase as normal for an environmental hazard. This effect remains stationary in the location it is cast.
The effect of Firesands Curse can be made permanent by a Permanency spell.

StingersYou launch an army of stinging thorns, not unlike a swarm of bees.Grade: LeastSLE: 3rd Pact: Protean
You produce a 30ft. cone that deals 1 point of damage and affects targets as if by the Poison spell. Creatures with an armor bonus to AC take no damage from this spell and avoid the poison effect. Creatures with a shield bonus to AC, but no armor bonus may attempt a reflex save to avoid the damage and effect of this spell as well. Creatures with neither an armor nor shield bonus to AC may attempt a reflex save to avoid the damage from this spell, however they are still subject to the poison effect.

Skeletal MountYou conjure an undead mount for yourself.Grade: LeastSLE: 2nd Pact: Necrotic
You conjure a Skeletal Mount out of shards of bone and bits of corpse. It serves you faithfully for 24 hours after which time it crumbles into dust. You may conjure only one mount in this way and it bears only you.

Skeletal CarriageYou conjure a dusty, black carriage with skeletal driver and team.Grade: LesserSLE: 3rd Pact: Necrotic
You conjure a team of Skeletal Mounts, a skeleton driver, and a macabre carriage for you and your allied to ride in. All serve you faithfully for 24 hours after which time they crumble into dust. You may conjure only one team in this way and may not have a Skeletal Mount conjured at the same time, by the invocation Skeletal Mount.

Painful ReversalYou turn a foe’s immunities into weaknesses.Grade: GreaterSLE: 6th Pact: Entropic, Protean
Target must succeed on a will saving throw, or any elemental damage immunities he possessed become elemental damage vulnerabilities for 24 hours.
Any immunities granted by spells or effects are made vulnerabilities until the duration expires. Any immunities granted by spells or effects which are cast after this invocation is active are unaffected, but must be of a higher effective spell level or the spell/effect fails.

Revenant WhispersYou send whispers from the beyond to disturb the minds of nearby foes.Grade: LesserSLE: 3rd Pact: Entropic
All enemies in a 60ft. burst from the invoking warlock must succeed a Will saving throw or be fascinated for 2d4 rounds. The effect ends in any affected creature is attacked by the warlock or any of his allies. If a target saves he cannot be affected by this invocation again for 24 hours. This is a mind-affecting, sonic, compulsion effect, but is not language dependent.

BlackheartYou leave a daemonic pall over your victim, making him appear as evil as the most foul of daemons.Grade: LeastSLE: 2nd Pact: Daemonic
Target creature’s alignment appears as chaotic evil to all means of discernment for 24 hours. A successful will saving throw negates this effect. The target of this invocation may be any creature, including the warlock himself, to which the warlock has line of sight.

Vestigial AidYou grow a monkey’s tail which wraps around a shield and lifts it in front of you.Grade: LesserSLE: 4th Pact: Protean
You grow a prehensile tail and may use it as an extra hand. The tail has a -4 penalty to strength and dexterity and cannot be used to perform fine functions such as somatic spell components. The tail falls off after 24 hours, dealing 1d4 nonlethal damage to the warlock when it does so.

GalvanismThe ground rips apart trapping creatures among the rubble while lightning rains from the heavens striking each creature repeatedly.Grade: DarkSLE: 9th Pact: Protean
Select an area 40ft. by 10 ft. within 100ft. of yourself. Creatures in the area must make a reflex saving throw or be immobilized for 1 round.
The area becomes difficult terrain. Every creature in the area takes 3d6 shock damage each round they remain in the area. The shock damage effect lasts as long as it is concentrated on plus one additional round thereafter. Creatures that pass through the area, but do not end their movement in the area, make a reflex saving throw to avoid the damage.

SpellstitchYou sew pieces of undead monsters onto another undead with necrotic energy.Grade: GreaterSLE: 6th Pact: Necrotic
You modify one undead by stitching on pieces of other undead using eldritch energy. Choose one of the following: Claw, Bite, Gore, or Tail Slap. The modified undead gains the selected natural attack as a secondary natural weapon with damage appropriate for its size. This addition remains attached to the undead for 24 hours after which time it rots and falls off, useless. Undead may not have a natural weapon added which they already possess.
Call of the BloodYou make a summoning circle with your tainted blood and call a being of your pact to appear.Grade: GreaterSLE: 6th Pact: Eldritch
You use planar ally as the spell of the same name. The outsider called must be associated with your blood pact. The summoned outsider has an initial attitude of indifferent towards you. If your request is in line with the goals of the outsider it will agree to help you at half the normal cost. If your goals are fundamentally opposed to its own, it will refuse to help you and do everything it can to undermine your efforts.

Image of DoomYou fill an opponent’s thoughts with images of their utter destruction and their souls’ capture by daemons.Grade: GreaterSLE: 6th Pact: Daemonic
Target creature makes a Will saving throw or is frightened for 1 + Charisma modifier rounds (minimum 1).

Image of HellYou fill an opponent’s thoughts with images of the torture and damnation of the punishing pits.Grade: DarkSLE: 7th Pact: Daemonic
Target creature makes a Will saving throw or is panicked for 1 + Charisma modifier rounds (minimum 1) and takes a -1 penalty on all attacks, checks, and saves against you or any evil outsiders. This penalty persists until removed by a remove curse spell.
If the saving throw succeeds, the -1 penalty applies for 1 + Charisma modifier rounds (minimum 1).

Flash of the UnthinkableYou send a brief view of the beyond into an opponent.Grade: LeastSLE: 1st Pact: Aberrant
Target creature makes a Will saving throw or is dazed for 1 + Charisma modifier rounds (minimum 1). This is a mind-affecting ability.

Blade of the Eldritch HorrorYou wrap a weapon in eldritch energy allowing it to reach into the void.Grade: LesserSLE: 4th Pact: Aberrant
You touch an ally’s weapon giving it the ghost touch property and additional damage equal to 3d6 + Charisma modifier. This effect lasts for 1 + Charisma modifier rounds (minimum 1). You cannot use your eldritch blast ability while this effect is active. Only one target may be affected by this invocation at any given time.

Tongue of the VoidYou wrap an enemy spellcaster’s tongue in madness causing them to babble inanely when they try to cast.Grade: GreaterSLE: 5th Pact: Aberrant
Target creature makes a Will saving throw. If failed, the next time the target attempts to cast a spell with a verbal component he instead screams and gibbers like a madman, causing the spell to fail forcing all of the target’s allies within 60ft. of him to make a separate Will saving throw. Any who fail the second saving throw are shaken for 1 round. This effect must be triggered within 24 hours of invocation. This effect can only be removed by a remove curse spell.
Rend ThoughtYou open another’s mind to the infinite and unfathomable abyss.Grade: LeastSLE: 1stPact: Eldritch
Target creature makes a Will saving throw or falls prone and is stunned for 1 / 2 warlock levels + Charisma modifier rounds (minimum 1). If the save succeeds the target falls prone and is stunned for 1 + Charisma modifier rounds (minimum 1). Any creature that makes telepathic contact with an affected target, such as the detect thoughts spell, gains 1 negative level. This invocation cannot be used again while a creature s under the effect.

Minor AnimationYou raise a creature from the dead as your servant.Grade: LeastSLE: 2nd Pact: Necrotic
You create a single small or medium skeleton or zombie. The undead may be made to follow you, or it can be made to remain in an area and attack any creature (or just a specific kind of creature) entering the place. A destroyed skeleton or zombie cannot be animated again.
Regardless of the type of undead you create with this spell, you can’t create an undead of a higher HD than twice your caster level with a single invocation. The desecrate spell doubles this limit.
The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. You choose which creatures are released. Undead you control via the Command Undead feat do not count towards this limit.
Skeletons: A skeleton can only be created from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.
Zombie: A zombie can only be created from a mostly intact corpse. The corpse must be that of a creature with a physical anatomy.
Unless you include an onyx gem worth 25 pg per HD of the undead you create as part of the invoking process, undead created by this invocation crumble into dust after 1 minute per caster level.

Fade Between WorldsYou help an undead creature slide between our world and the afterlife.Grade: LesserSLE: 4th Pact: Necrotic
Touched undead creature becomes incorporeal for 1 + Charisma modifier rounds (minimum 1). All equipment carried by the target becomes incorporeal as well. If any of that equipment had the ghost touch property it may be used as normal to affect corporeal creatures.
Energy ShiftYour body becomes a thing of pure primal energy.Grade: LesserSLE: 4th Pact: Protean
You can pass through solid objects and are immune to attacks which deal bludgeoning, slashing, or piercing damage for 1 round / 3 warlock levels. For that same duration you lose any elemental resistances or immunities you possess and take double damage from attacks which deal force, fire, cold, shock, acid, or sonic damage.
Exposing StrikeYour punches leave foes vulnerable to the elements.Grade: LeastSLE: 2nd Pact: Protean
As part of this invocation make an unarmed attack, you are treated as having the improved unarmed strike feat for the purposes of this attack. If your attack deals damage, the target must make a Fortitude saving throw or become vulnerable to one elemental damage type of your choice. (Fire, Cold, Shock, Acid, or Sonic).

SpinYou cause a foe to twirl in place within an unseen vortex.Grade: LeastSLE: 1stPact: Eldritch
Target creature within 60ft. makes a Fortitude saving throw or is dazed for 1 round.
Gravity RingYou amplify gravity’s effect around yourself.Grade: LesserSLE: 4th Pact: Entropic
You create an area of heavy gravity centering on you and extending out for a radius of 20ft. You are unaffected by this gravity, but all other creatures in the area are, including allies. Treat this effect exactly as the planar trait of the same name (see PFGMG).

Gravitic FistGravity seems to lessen briefly before slamming back into effect with several times its normal force.Grade: GreaterSLE: 6th Pact: Entropic
You alter gravity in a 20ft. cube within 100ft. of yourself. Creatures in the cube must succeed Fortitude saving throws or fall prone and take fall damage as if they had fallen 40ft. in heavy gravity. Flying creatures which are affected take additional fall damage equal to the distance they fall before striking the ground.

Gravitic PullYou create a localized point of gravity, drawing any nearby creatures into its core.Grade: LesserSLE: 4th Pact: Entropic
You select a square within 80ft. You make a combat maneuver Drag attempt against all creatures within 40ft. of the chosen square, moving them directly towards said square. You are treated as a huge creature with the Improved Drag feat and a base attack bonus equal to your Warlock level for this combat maneuver attempt.
Any creatures which reaches the chosen square is moved no further, regardless of the results of the combat maneuver check. If more than one creature enters the choses square all creatures present take fall damage for a distance equal to the furthest distance traveled by the creatures in the chosen square.
You are affected by this pull if you are within its 40ft. range.

SingularityYou create a significant point of localized gravity, which crushes those it draws in.Grade: DarkSLE: 9th Pact: Entropic
You select a square within 150ft. You make a combat maneuver Drag attempt against all creatures within 10ft. of the chosen square, moving them directly towards said square. You are treated as a huge creature with the Improved Drag feat and a base attack bonus equal to your Warlock level for this combat maneuver attempt.
Any creatures which reaches the chosen square is moved no further, regardless of the results of the combat maneuver check and must make a Fortitude saving throw or be crushed for 40 damage / Warlock level.
You are affected by this pull if you are within its 10ft. range.

Gravitic ReleaseYou briefly weaken gravity’s hold on a creature.Grade: LeastSLE: 2nd Pact: Entropic
Target creature must succeed a Fortitude saving throw or act as through it were in a low gravity environment for 1 round. Treat this ability exactly as the planar trait of the same name (see PFGMG).

Gravitic PulseYou release a wave of gravity that hampers movement.Grade: LeastSLE: 2nd Pact: Entropic
Creatures in a 20ft. radius from you must make a Fortitude saving throw or move at half speed for 1 round. This affects all forms of movement and extends vertically as well, creating a sphere of effect. You cannot move on the same turn you use this invocation.

Gravitic RepulsionYou manipulate gravity to repel foes.Grade: LesserSLE: 4th Pact: Entropic
You create an area of altered gravity for a radius of 40ft. from you. Creatures moving towards you move at half speed. Creatures moving away from you move at double speed. A creature may ignore this effect for 1 round with a successful Fortitude saving throw. Each consecutive successful save increases the DC to ignore by +2. This effect lasts as long as you concentrate on it, as if concentrating on a spell, + 1 round thereafter. This affects all forms of movement.

Horns of the BullLarge, bovine horns sprout from your head.Grade: LesserSLE: 3rd Pact: Protean
You gain a gore natural attack with damage appropriate for your size for 24 hours. This attack is considered a +1 magical weapon. For the same duration you take a -4 penalty to skill checks made to positively influence others, though you may still threaten or intimidate with no penalty. This penalty is -8 to skill checks made when attempting to seduce.

AnathemaYou know a daemonic trick of torture and can make your weapons seem particularly abhorrent to certain foes.Grade: LesserSLE: 4th Pact: Daemonic
Touched weapon is treated as one specified special material for the purposes of bypassing damage reduction for 1 minute / Warlock level.
If Looks Could KillYou create an illusion that seems to make another being repugnant, sapping her confidence in the process.Grade: GreaterSLE: 6th Pact: Fey
Target makes a Will saving throw or takes a -8 penalty to her Charisma score for 24 hours. This has no effect on spellcasting ability. A creature which saves agasint this invocation cannot be affected again for 24 hours.

Enslave ObjectYou animate an object to act as a slave for you.Grade: LeastSLE: 2nd Pact: Aberrant
You cause one inanimate object no smaller than tiny and no larger than large size, such as a wagon or a chair, to come to life and serve you. The object remains an object of its type for the purpose of determining hardness and hit points. It is treated as having a Strength score of 10 + 2 per size category above tiny and a Dexterity score of 10. It has a natural slam attack appropriate for its size. It remains animate for a duration of 1 hour / Warlock level or until destroyed. A destroyed object repaired by mundane means or magic may be animated once again.

Invocations which were preexisting have not been reprinted here due to copyright concerns. Invocations which are original, or have been offered by playgrounders have been printed here. More will be posted as they are developed.

Edit (9/11/12): Put up the existing warlock invocations with their assigned pacts. Still have some formatting to do, but it's late. I'll finish tomorrow.
Edit (9/12/12): Posted up the revised version of Hideous Blow and finished formatting existing warlock invocations. Added the first of the original invocations.
Edit (9/18/12): More original invocations are now up.
Edit (1/24/13): A large selection of new invocations are now up.

Last edited by Strormer; 2013-01-24 at 02:22 AM.
Reason: adding additional new invocations

Re: [PF] Warlock Redesign [WIP]

Hey, I would love any invocations you'd like to add. I like several of the ones in your link, so I can add those if you'd like. It's not much trouble to assign pacts to each one, but making up new ones is a complete pain.

Re: [PF] Warlock Redesign [WIP]

Alright, I've got my laptop back with minimal loss to my data, which means I'm back in the game. I posted up the blood powers for Aberrant, Draconic, and Entropic. Many of these, particularly the draconic, are the same as the sorcerer bloodline abilities. I'm still sorting through all the invocations and building up new ones, but I should have the rest of the blood powers up soon and new invocations after that.

Re: [PF] Warlock Redesign [WIP]

Right, so due to life getting rather busy recently, I haven't really had much time to work on this project, however, I am back now, at least partially, and I'm posting up some much-needed updates to my Warlock. For today I have the Daemonic pact powers, but I should have much more ready for posting soon. ^_^

Edit: There we go, last of the blood pact powers are up. Now for invocations!

Re: [PF] Warlock Redesign [WIP]

Alright!
So all of the invocations which have been printed by WotC have been updated and labeled according to their pacts. Took me long enough. (Sorry!) I have begun posting up my original invocations, and I will post up anything which was offered to me by playgrounders, marked with appropriate pacts obviously.

Here is where I'm really going to need help, however. I need to determine which invocations should be given as free invocations with each pact. Once that has been determined with at least some degree of balance, this alternate class will be ready for playtesting.

Thanks everyone so much for having patience with me as I work on this project. I hope to add upwards of 100+ invocations for this update. Please, send me feedback! I hope this class provides much fun for sorcerers who want to be a little different. ^_^

Re: [PF] Warlock Redesign [WIP]

What if, instead of a whole new specialised class, you make an Archetype for the base warlock class? And of course within that archetype you can have all kinds of nifty newness.

Farewell GITP! I may be around from time to time to read, but submitting new material won't be done with this crazy and complicated new Table code. I'll update my sig when I find a new (and usable) forum for homebrew.

Re: [PF] Warlock Redesign [WIP]

Well, partially because I've already done the legwork for it now, so there's not a good enough reason at this point to scrap all of my work, but mostly because I started out doing just that, and I found that, just as Paizo discovered with the samurai and the antipaladin, the changes inherent in this archetype were so all-consuming that the class had very little of the original left. Thus, they created alternate classes: classes which replaced an existing class outright without allowing for cross classing between the new class and the one it was meant to replace.

Re: [PF] Warlock Redesign [WIP]

Right, so after a long hiatus due to various factors, I'm back with more of my Warlock updates. I will have this class ready for playtesting very soon so anyone who is interested, please feel free to use this class for your own games and put your feedback here. Thanks to anyone who has been patient enough to keep checking this out and to any who decide to offer such feedback!

Re: [PF] Warlock Redesign [WIP]

What warlock needs are more options, instead of some tankiness she needs a few #/encounter abilities which make use of other actions than standard, that way she can get out of a tight spot by throwing down a few tricks at once and make heavy use of the action economy in short bursts.